Josh Bycer's Blog
For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three.
With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."
Decision making in videogames is obviously an important aspect of player engagement, but for today's post, I want to talk about how the game Lobotomy Corporation was designed around making the player choose between all the bad options.
Learning any videogame is all about an effective onboarding process and providing the player with the right amount of feedback and information. For today, we're going to talk about how much is the correct amount of info to give to the player.
The "boomer shooter" market has been taking off among indie studios, and the recent Quake Enhanced gave me a chance to take a look back at one of the best.
In this lengthy interview with Ramin Shokrizade, we spoke about his time at Wargaming.net and the mounting controversies facing the studio today over its monetization practices
My thoughts on Library of Ruina, one of the most unique games released this year that most people have never heard of.
Learning how to spot pain points and areas to improve with approachability can be a tough skill to learn, and for today, I'm going to apply that to one of hte hardest games to nail down in this regard -- Dark Souls and soulslikes.
Josh Bycer's Comments
[Blog - 07/07/2021 - 10:45]
I tried Workers when it ...
I tried Workers when it first went on early access and found the onboarding lacking, have things improved along those lines since then
[Blog - 07/01/2021 - 10:19]
There is a section in ...
There is a section in my upcoming book specifically talking about horror in non-horror properties and I include one of two horror in non horror surprises from the 80 's that scarred a lot of people when they first saw it :
[Blog - 06/09/2021 - 10:14]
glad I could help, I ...
glad I could help, I want to explore this idea of scientifically looking at game design more in the future.
[Blog - 04/14/2021 - 10:53]
if that 's the worse ...
if that 's the worse sentence you have ever read in a blog, then you need to read more blogs And this is not a point of argument anymore, the same with the argument over paid cosmetics in f2p design.
[Blog - 03/29/2021 - 11:55]
We had a talk about ...
We had a talk about this further on my live gamedev streams, and I think the best analogy would be something like a public library, with funding coming from the government, or a third party, with the role of cataloging, maintaining and providing these games as a free service for ...
[Blog - 01/26/2021 - 09:10]